Emulator Information
  • Snes9x 1.43v9
  • Use WIP1 Timing
  • Allow Left+Right / Up+Down
This Run Aims For
  • Any% item collection
  • Aiming for lowest realtime
  • Manipulates Luck
  • Takes damage to save time
  • Abuses programming errors
About the run itself
This run is an improvement over Hero of the Day's run by 3077 realtime frames, and 2774 ingame frames, clocking in at a time of 23 minutes and 29 seconds (23:29). The reason for the improvement is because of the higher level of optimization, and the new route. It is also to be noted that this run is about 16 seconds faster than Cpadolf's ingame oriented run.
It might be interesting to know that this run started nearly 3 years ago. The first smv was created on the 18th of February 2007. Since then it has faced about 20 restarts, and a very long downtime, due to lack of motivation. Due to all the restarts, the rerecord count might be misleading. So we decided to hexedit it and add a funny number instead. While it is hard to calculate the exact number of rerecords of all the smv's, we estimated the rerecord count to be in the early 7 digits.
The Route
The fundamental differences between the new route and the old route are as following:
  • Skips the Spazer
  • Picks up an additional Power Bomb pack
  • Fights both Ridley and Mother Brain with Power Bomb Shields
While the original idea was to skip Kraid's lair until after Ridley, we determined it slower, because of the lack of both the refills from Mini-Kraid, and the skipped Energy Tank. Also Ice Beam is skipped until after Ridley, to avoid a pause screen before him.
Other Major Improvements
All bosses but Draygon and Mother Brain were improved; on Draygon we picked up 6 more refills, and Mother Brain is slower to kill with Power Bomb shields than with the Spazer. The Bomb Torizo, Phantoon, Ridley and Kraid were improved quite a bit. At Torizo, the improved Torizo skip was applied, which saves nearly a full second over the old method. This is hard to measure, since individual skips may vary in time. Compared to Hero of the Day, 59 frames were saved. For Phantoon, we tried a different approach which proved to be very favorable. Compared to Hero of the Day, 106 frames were saved. At Kraid, a new strategy was used, which was published long ago; the idea is to shoot him while his mouth opens a tiny bit first. This makes him not close his mouth again, instead he opens it up completely. Roughly 60 frames were saved compared to Hero of the Day. Ridley was the whole reason for the new route; Power Bomb Shields do much more damage compared to the Spazer/Ice/Wave combo. Roughly 1300 frames were saved here.
Draygon and Mother Brain were the setbacks in this run; due to more refills from Draygon, we lost 76 frames. Also, Power Bomb Shields are not really designed for Mother Brain, since one of the shots is blocked by her body. Therefore, awkward jumping movement is needed for all 4 shots to hit. About 800 frames were lost here.
Other improvements are due to the higher level of optimization. Some framesaving tricks were found and used in this run. The first one is called the Subpixel Momentum Boost, short smb. The idea behind an smb is to spinjump towards a ledge and catch it while moving towards it. By doing this, you can get a little boost (half a pixel under perfect conditions, 1 pixel if using the turnaround trick Cpadolf found) which might save a frame in different places. It was used on all ledges where time could be saved, even if it did not. Later on, the perfect smb was found, which allowed smb's on all ledges, without having to optimize the starting position. The idea is to trigger a walljump at the same frame as you catch the ledge, where the walljump resets your subpixel to you highest, respectively, lowest value depending on where you are facing. Thus giving a perfect position everytime. As for Cpadolf's method, which included a little turnaround just before executing the smb, not a single application for this new smb was found. It was used once, but sadly it did not save any frames.
Another very fundamental trick is the x.04096 speed optimizations (assuming you have the Speedbooster, but no Hi-jump). This is one of the bigger framesavers as far as optimization goes. Every speed with a subpixel speed with 0.04096 gives the highest possible Y-jump speed possible. For example, jumping with a speed of 0.04096 gives a higher Y-jump speed than jumping with a speed of 1.00000. This is commonly used when you have to run for a few frames before you can jump; skipping dash for a 0.04096 speed will usually save time. Also, all other x.04096 speeds were used when climbing different shafts.
Left+Right walljumping was used in some places, where high speeds and awkward turns would ruin a normal walljump, but a inverse walljump would save time. An inverse walljump is a walljump on a ledge to the right of Samus, but the walljump is done from the left side. Sadly, this only works when facing right. This trick can also be used to trigger door-animations earlier, without adding any lag to the door transitions (it might at higher speeds).
Also, we discovered that unspinning before shinesparking gives Samus a full pixel of Y-position.
Door Transitions
This topic does indeed deserve its own header; many improvements had to be ignored due to random doorlag which made them end up either slower or equally fast (most likely changes the drops on future enemies aswell):
  • Early Norfair and the Bubble Room (3 frames)
  • Ki-Hunter room while escaping Ridley (2 frames)
  • The Sanctuary while escaping Ridley (6 frames) - False. This one was used, actually.
  • Pre-Botwoon while heading to Tourian (2 frames)
  • After the Big Metroid escape in Tourian (1 frame)
Door Transitions are very random. While they can be manipulated to an extent (such as positioning Samus to avoid scrolling doors), many improvements lead to differences in how long the door transition lasts. Now, the difference from this door might affect another door. This might work out in the favor of the player, but during the 2nd half of the game, all improvements worked against us (we kept one, since it gave us an ingame frame but no difference in realtime). We also have this theory that the droptables for most monsters (most pipebugs do not support this theory) are decided during the door transitions, which makes hex-editing much easier and gives it a higher successrate (assuming there is no differences in doorlag).
To create a perspective, a 4 frame improvement in the rising acid room in Lower Norfair ultimately gave us a 16 realtime frame lead. Sadly, the rising acid room was, since, reworked.
Special Thanks
We want to thank all the people from the Super Metroid community, such as:
  • Cpadolf
  • Evilchen
  • Frenom
  • Gocha
  • Gstick
  • Hero of the Day
  • JXQ
  • Michael Flatley
  • moozooh
  • Saturn
  • Spoofer
  • Terimakasih
  • Tonski (You two should do a run together!)
If we forgot your name, we're really sorry :(. Just poke us and we'll add your name.

Nach: Amazing run, accepting.

adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3596)
Joined: 11/3/2004
Posts: 4738
Location: Tennessee
This movie settles the real time vs in-game time debate the real man's way! In fact this is one of the manliest movies on the site! 2nd only to small only SMW.
It's hard to look this good. My TAS projects
mklip2001
He/Him
Editor
Joined: 6/23/2009
Posts: 2224
Location: Georgia, USA
adelikat wrote:
This movie settles the real time vs in-game time debate the real man's way! In fact this is one of the manliest movies on the site! 2nd only to small only SMW.
LOL. If someone were to attempt another in-game run improvement, would it still get the Plasma beam? To me, that seemed to be the biggest noticeable difference in the routes.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
Active player (432)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
That was totally awesome! Thank you for providing an entertaining and very fast run. Also, it was a huge relief that we finally after all these years got a chance to see a new route :) Yes vote and this run will most definitely be nominated for SNES run of the year.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
fsvgm777
She/Her
Senior Publisher, Player (221)
Joined: 5/28/2009
Posts: 1185
Location: Luxembourg
This run is one of the most entertaining SNES TASes I've ever seen and gets a yes vote from me. The new route is simply amazing.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
Skilled player (1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
mklip2001 wrote:
If someone were to attempt another in-game run improvement, would it still get the Plasma beam? To me, that seemed to be the biggest noticeable difference in the routes.
Maybe. But this route could very well be faster for ingame time too, maybe with the addition of another PB pack for mother brain, so I'm not sure. But I'm pretty sure no one will ever do another ingame run (at least not with the intention of getting it published), since the final ingame clock would be the same, and the route could end up pretty much the same as well runinig both purposes for the ingame run (having a lower final clock and different route with more uppgrades). But I'm fine with this obsoleting the ingame run, even though I think that route is more entertaining (and it'll take longer for me to aquire expert player rank which is the most important thing of all on this site!!!)
Agare Bagare Kopparslagare
Player (70)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
This run was amazing!
honorableJay
He/Him
Joined: 8/18/2008
Posts: 104
Location: Albany, NY
This was a no-brainer vote :) The bomb spread usage was definitely a nice touch.
Player (147)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
adelikat wrote:
This movie settles the real time vs in-game time debate the real man's way!
Spoiler: Samus is a girl.
Nach wrote:
I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.
Joined: 6/23/2009
Posts: 150
RT-55J wrote:
adelikat wrote:
This movie settles the real time vs in-game time debate the real man's way!
Spoiler: Samus is a girl.
Thats like saying It was his sled. Anyway, nice run. Easy Yes vote.
Player (88)
Joined: 11/14/2005
Posts: 1057
Location: United States
Great job guys! Instant yes vote. I am currently typing up a spreadsheet with all the frame gains/losses, in case any viewers are interesting in knowing exactly what has been improved over my old run. I'll put my comments on there too. When I originally posted this new route on the forum, I also mentioned how it would be best played for in-game time. The only changes would be to collect the other PB pack in red brinstar, and get the pink brinstar missile pack. 2 additional pause screens would also be added. These small changes + the door re-optimizations would probably only save 15 seconds of in-game time. With this knowledge, it seems very unlikely that 22 would ever be achieved.
They're off to find the hero of the day...
Skilled player (1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
ObadiahtheSlim wrote:
Thats like saying It was his sled.
Dood don't spoil Citizen Kane, that's not cool man =/
Agare Bagare Kopparslagare
Expert player (2582)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
There are games that need sequels, the developers say: maybe we can improve this or that to make it better... while others are just made to be one of a kind, it's the same with TASes, there may be an improvement, but this one is one of those TASes that seems perfect, one of it's kind!
I am old enough to know better, but not enough to do it.
Player (58)
Joined: 7/7/2008
Posts: 872
Location: Utah
Cpadolf wrote:
ObadiahtheSlim wrote:
Thats like saying It was his sled.
Dood don't spoil Citizen Kane, that's not cool man =/
Everybody already knows Citizen Kane though, why bother? :P
Active player (417)
Joined: 8/22/2008
Posts: 301
Location: Brazil
Who voted no deserves a permanent ban.
Player (209)
Joined: 2/18/2005
Posts: 1451
Wow, that is truly an amazing improvement! Obvious yes vote of course. The optimization level is incredible, and the ammo/health management probably couldn't be done better than that. The huge amount of work put into luck manipulation, and planning to the smallest detail is clearly noticable and makes this run one of the best and most polished on this site for sure. The tricks used were also great, and I especially liked the strat in the first LN elevator room. It's also good to see that you guys not only used my improved Reverse Kago Tech to break through the 2nd spike platform even without the HJ-Boots (for those who wonder about the smv, I shared it with Spoofer for his 14% SB run in July), but even managed to improve the 1st bomb boost so much that it allows to pass it without additional damage. Well done. Btw, you can save 3 frames in the gravity statue room by avoiding the unspin before the damage boost, as it only loses horizontal momentum in this case. Here a demo with copied input from my old any% for clarification. The different jump approach is same fast and doesn't matter here. Regarding bosses, all of them were great and, except Ridley, innovative, but my highlight was Phantoon. Although the strategy in itself is no other than the one from my any%, the way you managed to execute it with only 2 Missile packs and without any drawbacks or slowdowns at all, is very impressive. Draygon was also handled very well, keeping the weak beam, and the pretty big amount of refills you collected during the fight in mind. Since you guys proved to be creative and capable to develop effective strategies in difficult situations like this on your own, I feel like I should give something back to you, and everybody who is interested, as a reward for this nice work as well. And what would be better than releasing never before seen demos of this 2 bosses from my old any% for the first time? :-) Phantoon 1-Round Kill for Any% runs Draygon Quickest Kill with many refills Oh, and I would also be willing to encode a max quality AVI of this run with the usual glitched line fix as well. Any wishes/suggestions of what to put into the rerecord count section?
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Banned User
Joined: 12/5/2007
Posts: 742
Location: Gone
Re-record count says "1337" as it is. Whether it seems legit or not, I wouldn't mind putting that in the subtitle. And I wonder if "a tool-assisted presentation" sounds better than "a tool-assisted movie" or "recording" -- for the second subtitle?
saturn wrote:
Any wishes/suggestions of what to put into the rerecord count section?
Player (209)
Joined: 2/18/2005
Posts: 1451
I would prefer to use an as realistic count as possible for clarification purposes, but the Power Rangers should let us know what they prefer. My suggestion would be a simple "1000000+" one, as the exact count is not known. As for tool-assisted presentation, it would be a new and unusual term, so probably not a good idea unless everyone agrees.
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Player (36)
Joined: 9/11/2004
Posts: 2623
Saturn, I'm actually already encoding it. :) Just so you know, duplication of labor any everything is bad. And I'm already on the final video encoding pass.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Player (209)
Joined: 2/18/2005
Posts: 1451
Alright, I pass then. Good luck.
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Joined: 6/20/2008
Posts: 150
Okay, non-techy question. I saw in a movie before that someone stood up and fired on Mother Brain during the "OH SNAPS BABY METROID'S REVENGE" bit, and was able to chip away at Mom Brain's hp for a while before the Color Spray Beam is activated. I assume you've done your homework and that it's impossible to do this in your run for some reason, but I'd like to know why, because it seems to me an obvious question to ask. Still a Yes vote from me in any case, and I echo superjupi's sentiments.
Player (36)
Joined: 9/11/2004
Posts: 2623
http://tasvideos.org/SuperMetroidTricks.html "With enough energy, it is also possible to retain control of Samus during the metroid cutscene. All that is needed is having 700 to 999 energy (must be current energy, not in reserves) and de-equipping the Varia Suit before Mother Brain uses her final attack. The game will still attempt to put Samus into the kneeling pose a few times during the cutscene, but this can be circumvented by being in mid-air each time the game attempts to enforce Samus's pose."
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
sgrunt
He/Him
Emulator Coder, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
It's been a while since I've seen the Metroid v. Mother Brain cutscene as intended... heh. Yes vote.
Former player
Joined: 12/5/2007
Posts: 716
Marcokarty wrote:
Who voted no deserves a permanent ban.
People aren't entitled to their own opinion anymore? Maybe I should rather ban you for posting in such an asswad manner, no?
Skilled player (1402)
Joined: 5/31/2004
Posts: 1821
Saturn wrote:
I would prefer to use an as realistic count as possible for clarification purposes, but the Power Rangers should let us know what they prefer. My suggestion would be a simple "1000000+" one, as the exact count is not known.
The exact count is basically never known in team movies, as lots of rerecords get lost when exchanging movies. In all of these cases, the regularly displayed rerecord count is left unchanged. While this number might be a bit too low, it would give a good estimate (if no bots were used). Manually changing the rerecord count however doesn't give a good indication whatsoever, and I really disliked that they changed it. I haven't followed the process of making the run whatsoever, and I don't wanna offend anyone... but I have a hard time believing over a million real rerecords were used in this run. I think it's easy to overestimate. An unedited 300.000 would have impressed me more than a statement that it is over a million. As for the run, nice run... voting yes.
Experienced player (859)
Joined: 11/26/2007
Posts: 400
Location: Sueeden
Baxter wrote:
The exact count is basically never known in team movies, as lots of rerecords get lost when exchanging movies. In all of these cases, the regularly displayed rerecord count is left unchanged. While this number might be a bit too low, it would give a good estimate (if no bots were used). Manually changing the rerecord count however doesn't give a good indication whatsoever, and I really disliked that they changed it.
How do rerecords get lost... O.o Anyways, we had to hexedit the smv because the author text was wrong, then instead of leaving the rerecord count at 0, we changed it to 1337.